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29
30
31#ifndef SQ_PRUNING_STRUCTURE
32#define SQ_PRUNING_STRUCTURE
33/** \addtogroup physics
34@{ */
35
36#include "CmPhysXCommon.h"
37
38#include "PxPruningStructure.h"
39
40#include "PsUserAllocated.h"
41
42namespace physx
43{
44 namespace Sq
45 {
46 class AABBTreeRuntimeNode;
47
48 struct PruningIndex
49 {
50 enum Enum
51 {
52 eSTATIC = 0,
53 eDYNAMIC = 1,
54
55 eCOUNT = 2
56 };
57 };
58
59 class PruningStructure : public PxPruningStructure, public Ps::UserAllocated
60 {
61 PX_NOCOPY(PruningStructure)
62 public:
63 // PX_SERIALIZATION
64 PruningStructure(PxBaseFlags baseFlags);
65 virtual void resolveReferences(PxDeserializationContext& );
66 static PruningStructure* createObject(PxU8*& address, PxDeserializationContext& context);
67 static void getBinaryMetaData(PxOutputStream& stream);
68 void preExportDataReset() {}
69 void exportExtraData(PxSerializationContext&);
70 void importExtraData(PxDeserializationContext&);
71 virtual void requiresObjects(PxProcessPxBaseCallback&);
72 //~PX_SERIALIZATION
73
74 // PX_PRUNING_STRUCTURE
75 virtual PxU32 getRigidActors(PxRigidActor** userBuffer, PxU32 bufferSize, PxU32 startIndex=0) const;
76 virtual PxU32 getNbRigidActors() const { return mNbActors; }
77 void release();
78 // ~PX_PRUNING_STRUCTURE
79
80 PruningStructure();
81 ~PruningStructure();
82
83 bool build(PxRigidActor*const* actors, PxU32 nbActors);
84
85 PX_FORCE_INLINE PxU32 getNbActors() const { return mNbActors; }
86 PX_FORCE_INLINE PxActor*const* getActors() const { return mActors; }
87
88 PX_FORCE_INLINE AABBTreeRuntimeNode* getTreeNodes(PruningIndex::Enum currentTree) const { return mAABBTreeNodes[currentTree]; }
89 PX_FORCE_INLINE PxU32 getTreeNbNodes(PruningIndex::Enum currentTree) const { return mNbNodes[currentTree]; }
90
91 PX_FORCE_INLINE PxU32* getTreeIndices(PruningIndex::Enum currentTree) const { return mAABBTreeIndices[currentTree]; }
92 PX_FORCE_INLINE PxU32 getNbObjects(PruningIndex::Enum currentTree) const { return mNbObjects[currentTree]; }
93
94 PX_FORCE_INLINE bool isValid() const { return mValid; }
95 void invalidate(PxActor* actor);
96
97 private:
98 PxU32 mNbNodes[2]; // Nb nodes in AABB tree
99 AABBTreeRuntimeNode* mAABBTreeNodes[2]; // AABB tree runtime nodes
100 PxU32 mNbObjects[2]; // Nb objects in AABB tree
101 PxU32* mAABBTreeIndices[2]; // AABB tree indices
102 PxU32 mNbActors; // Nb actors from which the pruner structure was build
103 PxActor** mActors; // actors used for pruner structure build, used later for serialization
104 bool mValid; // pruning structure validity
105 };
106 } // namespace Sq
107
108}
109
110/** @} */
111#endif // SQ_PRUNING_STRUCTURE
112

source code of qtquick3dphysics/src/3rdparty/PhysX/source/scenequery/include/SqPruningStructure.h